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ARTIFICIAL INTELLIGENCE 2006

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ARTIFICIAL INTELLIGENCE 2006 Ira Pohl TIM Feb 23, 2006 Talk What is AI? A brief history Use in Industry My work Future What is AI? AI a science/engineering of ... – PowerPoint PPT presentation

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Title: ARTIFICIAL INTELLIGENCE 2006


1
ARTIFICIAL INTELLIGENCE2006
  • Ira Pohl
  • TIM Feb 23, 2006

2
Talk
  • What is AI?
  • A brief history
  • Use in Industry
  • My work
  • Future

3
What is AI?
  • AI a science/engineering of intelligence
  • In analogy to aeronautical engineering/flying
  • computer produces an intelligent result
  • AI model of human/cognitive system
  • Is done as a theory of human intelligence
  • - computer mimics human intelligence

4
Acting humanly Turing Test
  • Turing (1950) "Computing machinery and
    intelligence"
  • "Can machines think?" ? "Can machines behave
    intelligently?"
  • Operational test for intelligent behavior the
    Imitation Game
  • Predicted that by 2000, a machine might have a
    30 chance of fooling a lay person for 5 minutes
  • Anticipated all major arguments against AI in
    following 50 years
  • Loebner Prize //www.loebner.net/Prizef/loebner-
    prize.html

5
Thinking humanly cognitive modeling
  • 1960s "cognitive revolution" information-processi
    ng psychology Newell and Simon GPS
  • Requires scientific theories of internal
    activities of the brain
  • -- How to validate? Requires
  • 1) Predicting and testing behavior of human
    subjects (top-down)
  • or 2) Direct identification from neurological
    data (bottom-up)

6
Thinking rationally "laws of thought"
  • Several Greek schools developed various forms of
    logic notation and rules of derivation for
    thoughts may or may not have proceeded to the
    idea of mechanization
  • Direct line through mathematics and philosophy to
    modern AI
    -Boole
  • Kleene, Church, Turing McCarthy, Robinson

7
AI prehistory
  • Philosophy Logic, methods of reasoning, mind as
    physical system foundations of learning,
    language, rationality
  • Mathematics Formal representation and proof
    algorithms, computation, (un)decidability,
    (in)tractability, probability
  • Economics/OR utility, decision theory
  • Neuroscience physical substrate for mental
    activity
  • Psychology phenomena of perception and motor
    control, experimental techniques
  • Computer Science building fast computers,
    algorithms
  • Linguistics knowledge representation, grammar

8
Abridged history of AI
  • 1943 McCulloch Pitts Boolean circuit
    model of brain
  • 1950 Turing's "Computing Machinery and
    Intelligence"
  • 1956 Dartmouth meeting "Artificial
    Intelligence" adopted
  • 1950s Early AI programs, including Samuel's
    checkers program, Newell Simon's Logic
    Theorist, Gelernter's Geometry Engine
  • 1965 Robinson's complete algorithm for logical
    reasoning
  • 196979 Early development of knowledge-based
    systems
  • 1970 Industrial Robotics painting/welding
  • 1980 AI industry -Symbolics
  • 1985 The emergence of modern learning
  • 2003 iRobot roomba- everyday robotics

9
State of the art
  • Deep Blue defeated the reigning world chess
    champion Garry Kasparov in 1997 -IBM
  • Proved a mathematical conjecture (Robbins
    conjecture) unsolved for decades -OTTER
  • In 1995 No hands across America (driving
    autonomously 98 of the time from Pittsburgh to
    San Diego) CMU
  • In 1998 720,000 industrial robots (UNIMATE 1963)
  • 2003 ASE NASA's on-board autonomous planning
    program controlled the scheduling of operations
    for a spacecraft EOS1
  • Roomba- 2003 credible home robot

10
Achievements
  • LISP, Time Sharing
  • Games early spacewar games 1962 first computer
    video game PDP1
  • Intellectual Games mastery in Chess, checkers,
    othello, backgammon, scrabble-
  • But not(yet) Go or Poker
  • MACSYMA Mathematica, MATLAB
  • DENDRAL(chemistry, medicine experts)
  • Robotics
  • Speech and Handwriting recognition

11
Basic Methods
  • Logic All men are mortal
  • Formal, with inference rules -McCarthy
  • Heuristic search, ad-hoc domain specific
    rules Michie, Nilsson, Pohl
  • Learning adaptive Haussler, Warmuth
  • Knowledge Frameworks(KE, Productions) Minsky,
    Schank

12
Game Tree alpha-beta
13
Heuristic search
  • Let us suppose that we have one piece of
    information a heuristic function
  • h(n) 0, n a goal node
  • h(n) gt 0, n not a goal node
  • we can think of h(n) as a guess as to how far n
    is from the goal
  • Best-First-Search(state,h)
  • nodes lt- MakePriorityQueue(state, h(state))
  • while (nodes ! empty)
  • node pop(nodes)
  • if (GoalTest(node) succeeds return node
  • for each child in succ(node)
  • nodes lt- push(child,h(child))
  • return failure

14
Michie 8-puzzle
  • 8-puzzle h(n) tiles out of place
  • 1 2 3
  • 8 4
  • 7 6 5 goal
  • N! For N sliding tiles

1 2 3
8 6
7 5 4
15
Search Performance
Heuristic 1 Tiles out of place
Heuristic 1 Manhattan distance
8-Square
Manhattan distance .total number of horizontal
and vertical moves required to move all tiles to
their position in the goal state from their
current position.
0 1 2
3 4 5
6 7 8
3 2 5
7 1
4 6 8
h1 7 h2 211211109
gt Choice of heuristic is critical to heuristic
search algorithm performance.
16
My Work
  • BIDIRECTIONAL SEARCH -1969-
  • Focused Search G node with Politowski 1984
  • Piecewise search with Ratner 1985
  • Pohl-Warnsdorf method Hamiltonians
  • A adversary analysis- 1969-
  • Regular degree 3 recursively described
    adversaries with Stockmeyer 2004

17
Games
  • Games Laird games are a testbed for
    comprehensive AI such as characters in FAÇADE
    or opponents and teammates in Madden Football
    Why?
  • Funge has a textbook will teach here next
    quarter

18
Ikuni - Funge
  • John Funge is a co-founder and one of the lead
    scientists at a new Silicon Valley based company
    (ikuni)focusing on AI effects for computer
    entertainment. John successfully developed a new
    approach to high-level control of characters in
    games and animation. John is the author of
    numerous technical papers and two books on Game
    AI, including his new book Artificial
    Intelligence for Computer Games An Introduction.
  • His current research interests include computer
    games, machine learning, knowledge representation
    and new democratic methods.

19
A Real Psychiatrist
  • ELIZA Weizenbaum
  • Why Colby needed for autism, prisoners ,
  • Why not Weizenbaum alien and unfeeling
    lacking human empathy
  • Passing T-Test still seems 50 years off

20
Conclusions
  • AI has been very successful and in many
    instances(robotics, speech) developed as a
    separate discipline
  • Assisted expertise such as Chemistry experts
    systems (Wipke) and math experts MATLAB ,
    mathematica
  • Failures general AI, common sense reasoning
    (Emperors new mind Penrose)
  • Is it desirable?
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